esevece писал(а):
Bien. Desconozco a qué te refieres con Bytecode. Pero en el enlace que te pasé se explica que hace cada parte de un programa para Kolibri. Hay ejemplos en C también (creo que no tan explicados como ensamblador).
Ahora estuve leyendo sobre Bytecode... por lo que entendí, lo utilizan los lenguajes tipo Python o Java que son lenguajes interpretados que no corren nativamente. Así que con los programas de Kolibri vas muerto

He copiado el siguiente ejemplo:
Код:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ;
; EXAMPLE APPLICATION ;
; ;
; Compile with FASM ;
; ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; The header
use32 ; Tell compiler to use 32 bit instructions
org 0x0 ; the base address of code, always 0x0
db 'MENUET01'
dd 0x01
dd START
dd I_END
dd 0x100000
dd 0x7fff0
dd 0, 0
; The code area
include 'macros.inc'
START: ; start of execution
call draw_window ; draw the window
; After the window is drawn, it's practical to have the main loop.
; Events are distributed from here.
event_wait:
mov eax, 10 ; function 10 : wait until event
mcall ; event type is returned in eax
cmp eax, 1 ; Event redraw request ?
je red ; Expl.: there has been activity on screen and
; parts of the applications has to be redrawn.
cmp eax, 2 ; Event key in buffer ?
je key ; Expl.: User has pressed a key while the
; app is at the top of the window stack.
cmp eax, 3 ; Event button in buffer ?
je button ; Expl.: User has pressed one of the
; applications buttons.
jmp event_wait
; The next section reads the event and processes data.
red: ; Redraw event handler
call draw_window ; We call the window_draw function and
jmp event_wait ; jump back to event_wait
key: ; Keypress event handler
mov eax, 2 ; The key is returned in ah. The key must be
mcall ; read and cleared from the system queue.
jmp event_wait ; Just read the key, ignore it and jump to event_wait.
button: ; Buttonpress event handler
mov eax,17 ; The button number defined in window_draw
mcall ; is returned to ah.
cmp ah,1 ; button id=1 ?
jne noclose
mov eax,-1 ; Function -1 : close this program
mcall
noclose:
jmp event_wait ; This is for ignored events, useful at development
; *********************************************
; ****** WINDOW DEFINITIONS AND DRAW ********
; *********************************************
;
; The static window parts are drawn in this function. The window canvas can
; be accessed later from any parts of this code (thread) for displaying
; processes or recorded data, for example.
;
; The static parts *must* be placed within the fn 12 , ebx = 1 and ebx = 2.
draw_window:
mov eax, 12 ; function 12: tell os about windowdraw
mov ebx, 1 ; 1, start of draw
mcall
mov eax, 0 ; function 0 : define and draw window
mov ebx, 100 * 65536 + 300 ; [x start] *65536 + [x size]
mov ecx, 100 * 65536 + 120 ; [y start] *65536 + [y size]
mov edx, 0x14ffffff ; color of work area RRGGBB
; 0x02000000 = window type 4 (fixed size, skinned window)
mov esi, 0x808899ff ; color of grab bar RRGGBB
; 0x80000000 = color glide
mov edi, title
mcall
mov ebx, 25 * 65536 + 35 ; draw info text with function 4
mov ecx, 0x224466
mov edx, text
mov esi, 40
mov eax, 4
.newline: ; text from the DATA AREA
mcall
add ebx, 10
add edx, 40
cmp byte[edx], 0
jne .newline
mov eax, 12 ; function 12:tell os about windowdraw
mov ebx, 2 ; 2, end of draw
mcall
ret
; *********************************************
; ************* DATA AREA *****************
; *********************************************
;
; Data can be freely mixed with code to any parts of the image.
; Only the header information is required at the beginning of the image.
text db "It look's like you have just compiled "
db "your first program for KolibriOS. "
db " "
db "Congratulations! ", 0
title db "Example application", 0
I_END:
; The area after I_END is free for use as the application memory,
; just avoid the stack.
;
; Application memory structure, according to the used header, 1 Mb.
;
; 0x00000 - Start of compiled image
; I_END - End of compiled image
;
; + Free for use in the application
;
; 0x7ff00 - Start of stack area
; 0x7fff0 - End of stack area - defined in the header
;
; + Free for use in the application
;
; 0xFFFFF - End of freely useable memory - defined in the header
;
; All of the the areas can be modified within the application with a
; direct reference.
; For example, mov [0x80000],byte 1 moves a byte above the stack area.
de aquí
http://wiki.kolibrios.org/wiki/Writing_applications_for_KolibriOS#Simple_exampleQue da como resultado esto, es decir un archivo tipo BIN que al ejecutarlo dentro de Kolibrios crea la siguiente ventana

Si coges un editor hexadecimal y abres el BIN veras esto:
Цитата:
4D454E554554303101000000240000006301000000001000F0FF07000000000000000000E8350000006A0A58CD4083F801740C83F802740E83F8037410EBEAE81A000000
EBE36A0258CD40EBDC6A1158CD4080FC01750583C8FFCD40EBCB6A0C5831DB43CD4031C0BB2C016400B978006400BAFFFFFF14BEFF998880BF4F010000CD40BB
23001900B966442200BAAE0000006A285E6A0458CD4083C30A83C228803A0075F36A0C586A025BCD40C34974206C6F6F6B2773206C696B6520796F752068617665206A
75737420636F6D70696C6564202020796F75722066697273742070726F6772616D20666F72204B6F6C696272694F532E202020202020202020202020202020202020202020
2020202020202020202020202020202020202020202020202020436F6E67726174756C6174696F6E73212020202020202020202020202020202020202020202020200045786
16D706C65206170706C69636174696F6E00
Los primeros byteCodes son:
4D - M
45 - E
4E - N
55 - U
45 - E
54 - T
30 - 0
31 - 1
Es decir MENUET01, indicando al sistema que es un archivo ejecutable... ¿Lo entiendes ahora? Lo que quiero saber es que son el resto de byteCodes... ¿Hay alguna guía que lo explique?